• Welcome to The Campaign Builder's Guild.
 
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Age of Fable

#1
Homebrews (Archived) / Teleleli.
August 31, 2010, 07:16:19 AM
Thanks to you too!
#2
The Crossroads (Archived) / A CBG Visual Novel
August 27, 2010, 04:21:58 PM
Quote from: Rorschach FritosThe engine we'd be using is RenPy, even if only because it's so damned easy to work with. If you feel like volunteering anything-- character ideas, storyline, artwork, anything-- please speak up. I'd like to see what can be done with this!

Quest Markup Language lets you make something anyone can play through a browser, which renpy doesn't seem to do.

Alternatively, I released the source code of my game as Creative Commons. I could make a custom version that did the things you wanted your game to do.
#3
Quote from: Seraphine_HarmoniumSo, a number of these are the names of (or are analogous to) PC classes in D&D.

Any medieval or fantasy game would be likely to have some kind of distinction between, for example, fighters and thief/rogues, or between warrior-type and thief-type skills.

However, since magic isn't real, there's an infinite number of ways to divide it up, none more logical or realistic than any other.

So why have magic that resembles D&D?

Some examples of alternative systems:

* colours (or you could include the 'metals' and 'furs' of heraldry)
* the five senses
* astrological signs
* classical elements - either European or Chinese
* types of animals
* good and evil (or law and chaos)
* the four humours
* the seven deadly sins (and/or corresponding virtues)
* each attribute in the game has a related system of magic
* each wizard is the priest of a different god, with appropriate spells
* letters of the alphabet (for a light-hearted theme. For a more serious theme, use the Greek or Hebrew alphabets and their existing symbolism)
* there is no seperate study of magic. 'Spells' are just skills developed to a super-human standard.
* Sympathetic vs contagious magic
#4
Homebrews (Archived) / Teleleli.
August 26, 2010, 05:57:19 PM
Quote from: Light DragonAlso of note, I think Age of Fable updated his online game- I like some of the new prologue material that happens before you reach the city... or perhaps I just encountered it because I played a troll- a character I had not previously played.

The game keeps getting better.

Thanks! I haven't updated it, apart from a couple of new pictures, for quite a while, so it's more likely that the content has been there for a while but you hadn't seen it before. The game is very non-linear.
#5
Quote from: Seraphine_HarmoniumIn Nemesis, Spells are essentially self contained.  A character makes a Mind+[appropriate skill] check to learn the spell.  Once learned, a spell is cast by making an appropriate skill check, and succeeding at a madness check.  If both are successful, the spell is cast with its own dice pool.

Now, this is all well and good, but here is my issue:  I have different groups and different kinds of characters who can either do some form of magick or some form of miracle (in the saintly legends sense, not in the D&D miracle spell sense)

...

So, a number of these are the names of (or are analogous to) PC classes in D&D.  However, since the Nemesis system is skill based and has no classes, there is a certain difficulty in differentiating the magick of each discipline.  How do I maintain some sense of different magickal arts, without implementing a class system?

* They do different things.
* The magical 'fuel' works differently (one type costs physical Strength, another depends on virtuous action, a third has no cost but terrible consequences for failed rolls)
* The requirements to have the skill are different (only intelligent aristocrats can learn D&D-style academic magic, only peasants can be wise women, only evil people can be witches)
#6
Homebrews (Archived) / Teleleli.
August 26, 2010, 05:40:57 PM
Quote from: Seraphine_HarmoniumFor the record, Tele-, Teleli-, Teleleleleileoliumili . . . is really hard to say.

It's meant to be pronounced 'Teh-LEH-leh-LEE'.
#7
The Crossroads (Archived) / A CBG Visual Novel
August 26, 2010, 05:38:46 PM
When I read the title of this thread I thought it'd be a computer adaptation of people's settings.

I'd be interested in that (I've done a game of this type here) - so if anyone came here with the same misconception as me, maybe they can PM me or reply.
#8
Homebrews (Archived) / Teleleli.
August 25, 2010, 12:06:26 PM
Hi,

I posted here a while ago about my fantasy setting, Teleleli, which is roughly based on my game Age of Fable.

I'm currently writing some stories in the same setting, and I've started a blog. If anyone's interested, the blog is here.
#9
Oops. Thanks for that, I hadn't noticed it. I replied just then.
#10
Last call for any feedback!
#11
Homebrews (Archived) / Xiluh
April 27, 2010, 05:42:31 AM
So do the characters / tribal members aspire to become part of the government caste, or is this impossible? If so, is there rivalry / hostility between tribe and city?
#12
Homebrews (Archived) / Xiluh
April 23, 2010, 01:44:30 PM
So most city-dwellers are part of a caste of non-adventuring scribes, clerks etc?
#13
This might seem obvious, but bear in mind that you don't actually need to have a detailed history.

In fact it's very unlikely that people in a pre-modern society, including scholars, would have any remotely accurate idea of their own history.
#14
Homebrews (Archived) / Xiluh
April 19, 2010, 04:20:35 AM
The adventure hooks seem to assume that most characters will live in tribes. Does that mean that there aren't any cities (or that everyone in the city is from the same tribe)?
#15
Thanks again. I've clarified the section on swords based on your feedback.